Sylph (CR 5)
AC: 12 (+1 size, +1 Dex), touch 12, flat-footed 11
Hit Dice: 3d8-3 (10 hp)
Fort +2, Ref +4, Will +6
Speed: 30 ft., fly 90 ft. (good)
Space: 5 ft./5 ft.
Base Attack +3; Grapple -2
Attack: Unarmed strike +3 melee
Full Attack: Unarmed strike +3 melee
Damage: Unarmed strike 1d2-1 subdual
Special Attacks/Actions: Spells
Abilities: Str 8, Dex 13, Con 8, Int 15, Wis 16, Cha 17
Special Qualities: Improved invisibility outsider traits, spells, SR 14, summon elemental, wild empathy
Feats: Combat Casting; Empower Spell
Skills: Concentration +5, Escape Artist +7, Hide +11, Jump +1, Knowledge (nature) +10, Listen +9, Move Silently +7, Spot +9, Survival +9, and Tumble +7
Advancement: 4-9 HD (Small)
Climate/Terrain: Temperate and warm mountains
Treasure/Possessions: Standard items and magic items only)
Monster Manual II
Spells: A sylph can cast arcane spells as a sorcerer. Caster level = sylph's Hit Dice + 4; spells known 7/5 spells/day 6/7/7/5; save DC spell level. They prefer air spells.
Improved Invisibility (Sp): At will, a sylph can use improved invisibility (self only).
Summon Elemental (Sp): Once per day, a sylph can use summon monster VI (caster level 12th) to summon a Large air, earth, fire, or water elemental.
Levitation (Su): A sylph's ability to fly is due to levitation; her wings only provide thrust and steering. Therefore, she will be grounded in an antimagic field. If her wings are damaged (50% chance on a successful rear or flanking attack), she can only hover or glide in a straight line.
Sylphs gain a +8 racial bonus to Move Silently checks.
The Sylph first appeared in the Monster Manual (Gary Gygax, 1977).
This subtype usually is used for elementals and outsiders with a connection to the Elemental Plane Air. Air creatures always have fly speeds and usually have perfect maneuverability (see the section on Movement).